/*
 * graph2D
 * Copyright (c) 2009 Shun Moriya <shun@mnu.sakura.ne.jp>
 *
 * The MIT License
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
 * IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
 * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
 * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR
 * THE USE OR OTHER DEALINGS IN THE SOFTWARE.
 */

#if !defined(___GRAPHC2D_MOVE_OFFSET_ACTION_H___)
#define ___GRAPHC2D_MOVE_OFFSET_ACTION_H___

#if !defined(___GRAPHC2D_ACTION_H___)
#include "action.h"
#endif

namespace Graph2D
{
	class MoveOffsetAction : public Action
	{
		DISALLOW_COPY_AND_ASSIGN(MoveOffsetAction);

	public:
		/*!
		 * @brief	コンストラクタ
		 */
		MoveOffsetAction();

		/*!
		 * @brief	デストラクタ
		 */
		virtual ~MoveOffsetAction();

		//! 垂直ジャンプします
		void jump(Object* object, const float height, const float second);

		//! 振動します
		void shake(Object* object, const float amplitude, const float second);

		/*!
		 * @brief	アクション実行中か取得します
		 * @return	trueならばアクション実行中
		 */
		virtual bool running() const;

		/*!
		 * @brief		更新
		 * @param[in]	object				Objectクラス
		 * @param[in]	updateInfomation	更新情報
		 */
		virtual bool onUpdate(Object* object, const UpdateInfomation& updateInfomation);

	private:
		float jumpTime;			//!< ジャンプ時間
		float jumpAngle;		//!< ジャンプ角度
		float jumpHeight;		//!< ジャンプ高さ

		float shakeTime;		//!< 振動時間
		float shakeLength;		//!< 振動総時間
		float shakeAmplitude;	//!< 振動幅
	};
}

#endif
